Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
EN Publishing
Combining Zeitgeist with Spheres of Power
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="efreund" data-source="post: 6813824" data-attributes="member: 6799797"><p>I don't know Spheres of Power. A player of mine brought it up to me in a prior campaign and I declined to learn the system. However, being familiar with the ZG campaign and its associated rules, here's my (very unofficial opinion):</p><p></p><p>ZG has a few house rules with regard to how magic works. You can find these in the Player's guide with regard to flying, teleportation, and planar magic. These broad concepts should be easy enough to port into any magic system. ZG gets a whole raft of additional house rules at the beginning of adventure 10 (and these are previewed in a restricted capacity in adventure 7), and these have a bit more of a driilldown into how specific spells work and might require more of a conversion into an alternate magic system. If you plan on playing that far.</p><p></p><p>ZG uses quite a few non-standard monsters and rules for its NPCs. On one hand, this will make "converting" to an alternate magic system easier, simply because there are so few NPCs who were using the core magic system to begin with. They will just remain as the unique rules-hack snowflakes that they are, and need not concern themselves with what rules govern the PCs. On the other hand, depending on how Spheres of Power is implemented, this could be a real headache. For example, I know that 3.0 Psionics kindof requires the PCs to go up against psionic NPCs pretty frequently, or else the whole system breaks down. If Spheres of Power is like that, you're in a lot of trouble. But if Spheres of Power is just a way for PCs to cast stuff, and doesn't make any assumptions of the spellcasting ability of their opponents, then things will be quite easy for you.</p><p></p><p>If you're worried that there's any rules-specific minutia that ends up being super-plot relevant, then no, you're in the clear. This isn't like Rise of the Runelords, where the specific specialist and opposition schools ends up having a massive impact on the plotline in the second half, and if you try to convert the rules away, you break down core setting assumptions. Just the broad strokes around gold and planes (which *are* plot-critical houserules).</p><p></p><p>Anyway, dunno if that was helpful, but I hope it was. And ZG is the best pre-written campaign I've ever come across. (It was difficult for me to dethrone GPC in that regard.) But this campaign hard to run, and requires a ton of prepwork. If you put in the energy, the thing really sings. Enjoy!</p></blockquote><p></p>
[QUOTE="efreund, post: 6813824, member: 6799797"] I don't know Spheres of Power. A player of mine brought it up to me in a prior campaign and I declined to learn the system. However, being familiar with the ZG campaign and its associated rules, here's my (very unofficial opinion): ZG has a few house rules with regard to how magic works. You can find these in the Player's guide with regard to flying, teleportation, and planar magic. These broad concepts should be easy enough to port into any magic system. ZG gets a whole raft of additional house rules at the beginning of adventure 10 (and these are previewed in a restricted capacity in adventure 7), and these have a bit more of a driilldown into how specific spells work and might require more of a conversion into an alternate magic system. If you plan on playing that far. ZG uses quite a few non-standard monsters and rules for its NPCs. On one hand, this will make "converting" to an alternate magic system easier, simply because there are so few NPCs who were using the core magic system to begin with. They will just remain as the unique rules-hack snowflakes that they are, and need not concern themselves with what rules govern the PCs. On the other hand, depending on how Spheres of Power is implemented, this could be a real headache. For example, I know that 3.0 Psionics kindof requires the PCs to go up against psionic NPCs pretty frequently, or else the whole system breaks down. If Spheres of Power is like that, you're in a lot of trouble. But if Spheres of Power is just a way for PCs to cast stuff, and doesn't make any assumptions of the spellcasting ability of their opponents, then things will be quite easy for you. If you're worried that there's any rules-specific minutia that ends up being super-plot relevant, then no, you're in the clear. This isn't like Rise of the Runelords, where the specific specialist and opposition schools ends up having a massive impact on the plotline in the second half, and if you try to convert the rules away, you break down core setting assumptions. Just the broad strokes around gold and planes (which *are* plot-critical houserules). Anyway, dunno if that was helpful, but I hope it was. And ZG is the best pre-written campaign I've ever come across. (It was difficult for me to dethrone GPC in that regard.) But this campaign hard to run, and requires a ton of prepwork. If you put in the energy, the thing really sings. Enjoy! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Combining Zeitgeist with Spheres of Power
Top